RE: [13th Age] A Fighter, a Druid, and a Necromancer walk into a bar...

Here's a plan:

A random team of murderhobos taking on life-threatening tasks for strangers is a classic D&D approach, but it's not really ideal for what I have in mind. To provide some more plausible excuses and root you more into the world I'd like to make you all part of a stereotypical adventurer's guild. Something small to mid-sized, with several anonymous junior members but only a single one of each class - so if you're the Fighter, then you are the Fighter of the guild.

That way there can be official contracts, reputations to make (or ruin), a permanent base to put your feet up, and a convenient place for the Icons to send you rewards every now and then.

If somebody really objects, let me know. If not we'll go with it.

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.

RE: [13th Age] A Fighter, a Druid, and a Necromancer walk into a bar...

Time for a vote!

So, you're in some sort of adventurer's guild which accepts contracts to do adventure-y things. But it's a big big world. Where should this guild be headquartered? Below I'll detail the seven major cities of the empire. You can be in or nearby one of these - possibly even roughly in between two of them if you happen to like both. We may also decide to be in some completely new city of our own invention that has no strong connection to the Seven if you prefer, that's fine. Just let me know your preferences.

The Seven Cities of the Empire are...

Axis, City of Swords
Capital of the empire, built within the crater of an ancient (and fortunately extinct) volcano. It is a city of palaces, arenas, marble, legionaries, dragons, and other symbols of authority and might.

Horizon, City of Wonders
The unearthly city of mages. The streets are a labyrinth of riddles and hidden alleys. Part of the city consists of floating sections, like islands in the sky, accessible only to those who can fly or can use the teleportation-gates.

Glitterhagen, City of Coins
The headquarters of the mighty merchants guild, full of deals, banks, and vaults. And a few days' sailing away lies Shadow Port, the town of smugglers and fences, to deal with matters that polite society won't tolerate in Glitterhagen.

Drakkenhall, City of Monsters
Built amongst the ruins of the city of Highrock, the Blue Dragon governs this place in name of the Emperor. For some reason. The city is welcoming to "monstrous" beings, such as kobolds, ogres, lizardmen, and virtually anything else so long as they obey the law. The legendary goblin market has exotic goods that can't be found anywhere else. But beware: corruption is widespread and the laws here are not always quite the same as elsewhere in the empire.

Santa Cora, City of Temples
Home to the great Cathedral, a massive tower that rises up into the skies and out of sight. All the gods of Light are worshiped and served here.

New Port, City of Opportunity
A relatively young city that isn't yet under the control of any of the thirteen Icons. New Port is cosmopolitan, free, and full of potential - as well as dangerous power struggles.

Concord, City of Spires
This is a garden-filled city full with woodland parks, elven spires, dwarven halls, and halfling burrows. Members of these three races have joined forces to make this welcoming city, a society which doesn't quite fall under the authority of either the emperor, the elf queen, or the dwarf king. Humans are also welcome but a distinct minority.

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.

RE: [13th Age] A Fighter, a Druid, and a Necromancer walk into a bar...

Alright so we got a feel for the system and definitely settled on Drakkenhall as the HQ. I'll get started on making your guild and its place in the world. If you have any ideas or suggestions on that topic, this would be the perfect week to voice them.

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.